kinema-depth

Transfers human motion from live-action video to project characters via depth and skeleton control videos.

131|10|Updated Aug 14, 2026
One-click install
npx skills add https://github.com/chillzhuang/Kinema --skill kinema-depth-chillzhuang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: kinema-depth
Source: https://github.com/chillzhuang/Kinema/tree/main/.claude/skills/kinema-depth
Command: npx skills add https://github.com/chillzhuang/Kinema --skill kinema-depth-chillzhuang

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill requires rtmlib, and includes references (resource) components.

What problem does it solve? Replicating the exact movement from a real-world reference video onto your own AI-generated characters normally requires manual motion description that never matches the source. This Skill processes a live-action clip locally into a person-depth relief plus OpenPose skeleton control video, binds a 4-15 second segment to a storyboard shot, and sends it as a reference video so the generated clip follows the source motion while the appearance comes from your own character designs. ## Core Features & Use Cases - Local motion extraction: Converts source footage into depth-relief and skeleton control videos entirely on CPU with no API cost, stripping background, faces, and clothing while tracking multiple people separately. - Shot binding and segment framing: Cuts 4-15 second segments with explicit start/end points, aligns shot duration 1:1 with the control segment, and attaches it as a reference video for video generation. - Quality gates and review tooling: Detects ghost tracks and low-detection footage before spending money, enforces motion mode and segment-length rules via lint, and produces three-column source/control/output comparisons after generation. - Use Case: You have a 60-second dance video and want your original character to perform the same choreography. The Skill splits it into five 12-second shots, builds control videos locally, binds each segment, and generates clips where motion follows the source while appearance follows your storyboard images. ## Quick Start Ask the AI to run /kinema-depth with your source video to replicate its motion onto your project characters.

Frequently Asked Questions about kinema-depth

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I transfer motion from a reference video to an AI character?▼

Process the source clip into a depth-and-skeleton control video on your local CPU, then bind a 4-15 second segment to a storyboard shot. The control video is sent as a reference video during generation, so motion comes from the source while appearance comes from your storyboard images.

What source videos work for motion capture with depth control?▼

Use mp4 or mov files up to 30 seconds with one or two people framed full-body or at least to the knees, shot as a single continuous take. Multi-camera edited clips, heavy motion blur, and crowded scenes produce broken or flickering skeletons.

Does depth-based motion transfer cost API credits?▼

Processing the source video into control videos runs entirely on local CPU with no API cost. Charges only occur at the video generation step, where input reference video seconds are billed on top of output seconds.

Why is my generated video not following the control video?▼

The most common cause is the chapter motion field defaulting to dubbed instead of native, since reference videos only take effect in native mode. Running lint in strict mode flags this as control_inert before any paid generation.

What are the segment length limits for reference videos?▼

Bound segments must be 4 to 15 seconds, matching the generation duration tiers and the 15-second server-side reference video limit. This cap applies even with providers allowing 30-second output, and out-of-range binds are rejected rather than silently clamped.

When should I not use depth-based motion replication?▼

Skip it when you have no live-action source but need blocking, where 3D previz fits better, or when you only need action timing, where per-second storyboard beats suffice. Pure atmosphere shots and talking-head segments need neither approach.